原视频地址:
【虚幻5】UE5C++零基础全网全流程开发从入门到进阶教程合集(持续跟新中)_哔哩哔哩_bilibili
目录
characte增强输入
在工程的这个文件中添加EnhancedInput,然后编译工程
注意编译的时候要保证UE编辑器是关闭的,编译之后,再运行程序让UE编辑器启动,否则会导致编译不通过。
按照顺序创建下面的组件 并进行下面的设置
并在IMC(Input Mapping Context)中绑定IA(Input Action)
创建Character
Character头文件的编写
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "MyCharacter.generated.h"
UCLASS()
class PROJECT001_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AMyCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// 弹性臂组件
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
// 摄像机组件
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
// 输入映射情境
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputMappingContext* DefaultMappingContext;
// 角色跳输入操作
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* JumpAction;
// 角色移动输入操作
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* MoveAction;
// 视角输入操作
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* LookAction;
protected:
// 移动操作回调方法
void Move(const FInputActionValue& Value);
// 视角操作回调方法
void Look(const FInputActionValue& Value);
};
Character的C++文件的编写
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyCharacter.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "EnhancedInputSubsystemInterface.h"
#include "GameFramework/CharacterMovementComponent.h"
// Sets default values
AMyCharacter::AMyCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// 初始化弹性臂组件
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent); // 弹性臂组件附加到跟节点
CameraBoom->TargetArmLength = 400.0f; // 弹性臂组件长度
CameraBoom->bUsePawnControlRotation = true; // 控制器能控制弹性臂组件旋转
// 初始化摄像机组件
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // 摄像机组件附加到弹性臂组件上
FollowCamera->bUsePawnControlRotation = false; // 摄像机不相对于弹性臂旋转
// 本地找到模型文件
static ConstructorHelpers::FObjectFinder<USkeletalMesh> playerPawn(TEXT("/Script/Engine.SkeletalMesh'/Game/Characters/Mannequins/Meshes/SKM_Quinn_Simple.SKM_Quinn_Simple'"));
if (playerPawn.Succeeded()) {
// 把模型添加给组件的静态网格体
GetMesh()->SetSkeletalMesh(playerPawn.Object);
// 设置网格体位置
GetMesh()->SetRelativeLocation(FVector(0, 0, -90.0f));
// 设置网格体默认方向
GetMesh()->SetRelativeRotation(FRotator(0, -90.0f, 0.f));
}
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate
}
// Called when the game starts or when spawned
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
// 加入按键操作绑定功能
if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
{
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
}
}
// Called every frame
void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// 绑定输入操作
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
// 绑定角色跳输入操作
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
// 绑定移动操作
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
// 绑定视角操作
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyCharacter::Look);
}
}
void AMyCharacter::Move(const FInputActionValue& Value)
{
FVector2D MovementVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
AddMovementInput(ForwardDirection, MovementVector.Y);
AddMovementInput(RightDirection, MovementVector.X);
}
}
void AMyCharacter::Look(const FInputActionValue& Value)
{
FVector2D LookAxisVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
AddControllerYawInput(LookAxisVector.X);
AddControllerPitchInput(LookAxisVector.Y);
}
}
创建Character的蓝图
将Character中声明的IA组件绑定到IA的真实组件上
在蓝图中选中骨骼组件,并为其添加上动作动画类
在GameMode中将DefaultPawn赋值为我们的Character蓝图类
AMyGameMode::AMyGameMode()
{
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Script/Engine.Blueprint'/Game/BP_MyCharacter.BP_MyCharacter_C'"));
// 指定默认控制角色
if (PlayerPawnBPClass.Class != NULL)
{
DefaultPawnClass = PlayerPawnBPClass.Class;
}
}
编译之后,开始最终测试
在编辑器的世界设置中选中我们的游戏模式
点击运行,角色可正常移动,正常视角的转动,跳跃即测试成功。